Graham Kendall
Individual Projects (3rd Year Undergraduates)
(Academic Year 2005/06)
Introduction
This page details the third year individual projects that are/have been supervised
by Graham Kendall who is a lecturer in the Department
of Computer Science at The University of Nottingham.
This page contains details of projects supervised in the academic year 2005/06.
The main project page can be found here.
Downloadable Dissertations
Some of the projects are available for download, so that you can view them.
This facility is for current third year students, being supervised by me,
who can use previous dissertations for their own research and also to look at
previous dissertations to see how to lay them out etc. (it also saves the inevitable
requests I receive asking to see a "good" project from last year, with the risk
that I never see it again!).
As such, these files are password protected and, to get the username/password
you need to EMAIL me. People outside
of the university will not be given access.
In addition, I cannot give access to those students
outside of my tutor group. You should approach your own tutor to get copies
of previous dissertations they have supervised.
Note : I cannot make the files available in formats other than those
already supplied.
3rd Year Projects Supervised in 2005/06
- Playing Blackjack to Win - Evolving a Successful Blackjack
Strategy Using Multi-Parameter
Card Counting Techniques by Mark Thomas Paul Gale (pdf
: 385KB)
Abstract : In 1956 Roger Baldwin et al. published a paper entitled
The Optimum Strategy in Blackjack. Using statistical analysis they proved
that of all the casino games, Blackjack offered the best odds of winning if
a player adopted a specific playing strategy. This strategy was further developed
in the 1960s by Edward Thorp and Julian Braun of IBM. Using computer simulation
Thorp was able to produce a system of play that affords the Blackjack player
roughly even-odds with the casino, that system was called Basic Strategy.
Thorp also considered the effects on the player of each of the different cards
when removed from the deck. He assigned a negative value to the good
cards and a positive value to bad cards. This was the basis of
card counting, adding these values as the cards are exposed during game play
indicated when the game is favourable to the player, at which time the player
should increase their bet. Card counting has long been the main focus for
Blackjack theorists ever since, attempting to ever increase a players
edge over the casino. The majority of the research into Blackjack strategies
and counting techniques has been carried out using computer simulation of
hands and mathematical reasoning. Yet at the same time in the field of game
playing, machine learning approaches have been applied to several other games,
in order to develop an expert player. In 1997, IBMs project Deep Blue
beat the reigning world Chess Champion, Gary Kasparov, 3.5 to 2.5. This man
vs. machine competition has also been extended to Checkers, with David Fogels
Anaconda which gained grand master status and completed six perfect games
against a commercially available checkers program. Gerald Tesauro used temporal
difference learning to develop TD-Gammon for the game of backgammon. TD-Gammon
was able to play to an advanced level, losing only one point in
a series of 40 games against a world-class Bill Robertie. The following is
the report for a year long academic dissertation with the aim of applying
similar machine learning techniques, as applied to many other game playing
problems, to evolve a series of neural networks to develop an expert Blackjack
player. This document contains a literary review of related work, both in
the field of machine learning and game playing, as well as material directly
related to Blackjack. It also includes the design for the learning architecture
to be used for the development of the player, as well as a full description
of the implementation, finally it includes the results of all experimentation
with the players and an appraisal of the entire project.
- Contrasting the Blackjack Playing Strategies Learnt Using
Evolving Neural Networks when Applied to Different Rule Sets by Andrew James
Mitchell (pdf:
1186KB)
Abstract: The game of blackjack owes its popularity to its simplicity
and the easy manipulation of odds. Strategies have been devised that allow
the player to significantly reduce the house odds, and in some playing conditions
can even offer an approximately break-even wager. The specific house edge
is very much dependent on the rule-set being used, but these differ radically
from casino to casino and country to country. The casino may use a single
deck or multiple decks. They may reshuffle whenever desired, or when processing
a fixed percentage of cards. They may limit the player to doubling down on
10 or 11 as opposed to any two cards. They may limit the number of times a
player may split cards, or whether or not the player may split 10s. The following
paper is a significant literature review on all related topics followed by
a basic design and implementation of a project that will compare and contrast
the differing strategies learnt by evolving neural networks under various
sets of rules. I will finalise by discussing the results found and evaluate
my performance throughout the project.
- ???????? by Sarah Morris (pdf:
2359KB)
Abstract: In 2001, David Fogel published a several papers detailing
his creation of a Checkers player that using Darwinian evolution, taught itself
to play at an expert level without human knowledge. As well as using this
principle of evolution the system was not given human knowledge to advance
its play and instead had to decide which features of the game were important.
Further to this to evolve the system was only given a score after a set of
games and was not told how this score was calculated. Despite this lack of
human input the player taught itself to play checkers at an expert level.
It is the aim of this investigation to see whether the architecture Fogel
described can be adapted to the game of Texas Holdem to produce a player
with a similar level of dominance in its field. The report follows the creation
of this player known online as ldyMarmalade25 through its journey from creation
to application. Although the player did not achieve a high level of dominance
winning only fifty six percent of hands it stayed in for on low money tables,
the player clearly developed its own features for the game and improved throughout
the evolutionary process.
The investigation shows how the system reacted to various types of player
both human and electronic and whilst it will never be a world champion system
it certainly exhibits signs of learning, an important characteristic of intelligence.
The systems ability will never match that of encyclopedic systems like the
chess program Deep Blue, but this project shows the true meaning of artificial
intelligence, by allowing the system to learn to complete the task by
itself.
- An Investigation into Automated Poker Play, specifically
Opponent Modelling, within the Domain of Poker by Greg Pakes (pdf:
1492KB)
Abstract: Creating a programme that automatically plays Online Poker,
without any human intervention, has been the goal for many Poker Players for
the past few years. Similarly, the creating of a unique world class computer
Poker player has also attracted much research interest. A world class computer
player has been a target that has proved to be out of reach for the time being.
There are several attributes that have been identified as crucial for any
poker player to be successful. It is fair to suggest that a Poker robot must
share the same qualities. One of which is effective opponent modelling. This
is the ability to model opponents, giving yourself a good estimate of how
your opponent will play, formed solely by observations made at the table.
This work will focus on using two Opponent Models to maximise the accuracy
shared between them allowing a Poker robot to play at a reasonable level.
I have successfully managed to create an automated Poker Player to play online.
This player uses some opponent modelling that builds on previous proven ideas.
- PokerFace: A Universal Interface for Gathering and Analysing
Data from Poker Games in Real Time by Jack Ryan (pdf:
698KB)
Abstract: Inspiration for this dissertation came from a desire to
create opponent modelling systems for poker. When researching these systems
it became apparent that there is currently no easy way to test these systems
in real poker games. This dissertation documents the development of a program
designed to allow the gathering of data from poker games involving real money,
and present this data in such a way that it is useful for the development
and testing of poker playing and oppponent modelling algorithms. The creation
of this system has involved some complex pieces of programming, including
a system to gather data directly from the computer display, and the creation
of two parsing systems. Described within this dissertation is a system that
seperates data gathering and data storage, and a language: GenHoldem that
acts as a means of transferring data from the gathering system to the storage
system. This language is designed to be as minimal as possible, and thus it
should be an easy task to create automatic translators to convert other poker
notations to this format.
The system produced is currently not of a standard where it can be used for
the gathering of data, but it does serve as a proof of concept for my design.
Instructions for running the current system are in the README.txt
file included with the source code.
- Evolving a Cribbage Player through Self Play by Neil
Sculthorpe (pdf:
216KB)
Abstract: This dissertation attempts to evolve a Cribbage playing
algorithm through the medium of self play. The algorithm is not given any
knowledge of Cribbage tactics; it is only permitted to learn from its experience
of playing games. By using a cross between reinforcement learning and supervised
learning, the algorithm builds up a database of possible situations, each
having an associated move. This move is that which the algorithm believes
to be the correct move to make in each instance. This dissertation summarises
the related work in the field of computer game playing, describes the system
that has been constructed, and then evaluates the success of the system. It
is shown that the algorithm successfully learns from its past games and improves
its own performance, before reaching a constant ability cap for the system.
- Computer Poker Player and the Effects of Opponent Modelling
by Christakis Sofroniou (word:
879KB)
Abstract: Poker is a challenging game to develop a strong computer
player for. It presents interesting challenges to overcome in order to make
a strong player, challenges such as dealing with imperfect knowledge, multiple
competing agents, risk management, agent modelling, deception and unreliable
information, challenges which are rarely or not ever seen in the perfect information
games that computers have been used to solve. The aims of this project were
to produce a competent poker player, and to improve this player further by
implementing opponent modelling into the playing strategy. The competent player
was produced based on potential profit, hand strength and potential, and two
further parameters that modified how tight and aggressive the player played.
Further to this a second player was produced that evaluated opponent potential
hand strengths based on an evolving weight table of previous actions made
by each opponent, and a fuzzy algorithm to compensate for dealing with imperfect
information. The second player performed well in the time span, learning accurately
which hand strengths are likely to be played by the opponent in the pre-flop
and post-flop betting rounds. Using these models the player was able to improve
play over time to the point where it was winning and losing approximately
the same amount of playing chips, and with testing results suggesting that
the player would improve to become stronger than those that didn't use opponent
modelling the initial aims were met.
- An Online Poker Application by David Tolman
(pdf: 101KB)
Abstract: Its the biggest craze to hit online gaming. Online
Poker Applications are a big hit to Poker players around the world. Now without
having to leave their homes, players across the world play poker with other
players across the world online. I am going to design and implement an online
poker game. Players across a network or the internet will be able to pit their
poker expertise against each other. If the poker players like Tournaments,
be it low stakes or high stakes, this poker client should accommodate.
EMAIL : gxk@cs.nott.ac.uk
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